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Breachline

  • 3d
  • first-person-shooter
  • tactical
  • breach
  • low-poly
  • browser
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. withgamingfun0 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Breachline was built by withgamingfun0 with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Breachline opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Breachline

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based first-person 3D tactical shooter titled “Breachline.” Use Three.js-style real-time 3D rendering with a dark blue-gray nighttime/industrial atmosphere, fog, soft shadows, a perspective FPS camera, and a clean fixed HUD. The player starts outside the south side of a large enclosed house/compound at approximately (0, 1.05, 18), facing into the building. Build a rectangular playable environment: a broad gray yard outside, a dark tiled house floor, tall perimeter walls, a front facade with a central doorway/opening, interior partition walls, wooden cover blocks, blue crates, a red server rack with a yellow top, ceiling beams, blue-green window panels, and two brown “soft walls” across the interior at z about 1 and 7. The soft walls should be visibly brown with lighter vertical slats and yellow warning strips; they are destructible breach surfaces. Keep the visual style low-poly and functional, with muted gray, brown, blue, red, and yellow materials, dark background fog, warm directional lighting, cool fill lighting, and visible cast shadows.

Make the game first-person. Show a machine gun at the lower-right of the view, with a fallback simple block gun if external weapon assets are unavailable. Support WASD/arrow movement through an FPS controller, jumping with Space, mouse-look, left click to fire, right click to aim down sights, R to reload, C to place a breach charge, and E to detonate placed charges. On mobile, show a circular FIRE button at lower right. Include a center crosshair; while scoped, replace it with a dark circular vignette and a small center reticle, narrowing the camera field of view from 72 to 38 degrees.

The objective is to clear the house by eliminating four hostile patrol bots. Spawn enemies at roughly (-10,-8), (10,-8), (-10,6), and (10,4) in world x/z coordinates. Give each a red low-poly soldier body and head, a yellow visor, a red circular marker on the ground, and preferably a machine gun model. Enemies roam slowly within the interior bounds, periodically turn toward the player when they have line of sight, and fire when within 24 units and unobstructed. Enemy fire should produce short red tracer lines, display “TAKING FIRE,” and reduce player armor by a random 6–13 points. At zero armor, stop gameplay and show a centered “MISSION FAILED” banner with “Your squad was wiped out.” and a Restart mission button.

Give the player 100 armor, 12 rounds of ammunition, and 2 breach charges. Each shot consumes one round, has a short fire cooldown of about 120 ms, creates slight camera recoil, and displays a brief yellow tracer line from the weapon/camera toward the hit point. Bullets should hit enemies for 50 damage, so each bot takes two hits; bullets should also stop at environment colliders. R reloads back to 12 rounds after about 850 ms and shows “RELOADING.” Firing with an empty magazine automatically starts reloading. Show “Targets,” “Armor,” “Ammo,” and “Breaches” in compact dark translucent cards across the upper-left, with the game title BREACHLINE highlighted in gold; show a right-side status card reading “CLEAR THE HOUSE” and temporary damage/reload messages.

For breaching, when the player is within 4.2 units of the nearest intact brown soft wall, show a gold prompt reading “C — PLACE BREACH CHARGE” (or “NO BREACH CHARGES” when depleted). Pressing C places a small yellow charge just in front of the player, consumes one of the two charges, and displays “CHARGE PLACED — PRESS E TO DETONATE.” Pressing E detonates all placed charges that are close enough to their associated soft wall: hide/remove that wall collider, display “BREACH OPEN,” and spawn a brief burst of small brown debris fragments. Charges should be removed after detonation. Breaching is an access mechanic, but the win condition remains eliminating all four bots.

When all four hostiles are dead, have them fall/tilt onto the ground, set the target count to zero, stop the mission timer/gameplay, and show “HOUSE SECURED” with “All hostile bots eliminated. Mission complete.” and a Restart mission button. Start with a centered title banner “BREACHLINE” and a subtitle explaining that the player spawns outside and must patrol enemies and breach brown soft walls. Add a bottom help strip stating that enemies patrol inside the house and the player should stand beside a brown soft wall to place a breach charge. Make HUD elements pointer-transparent except controls, use a dark navy/charcoal page background, gold accents, white text, red damage feedback, and responsive typography/layout.

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